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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This code is based on original Sfinx source code
* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
*/
#ifndef CGE2_H
#define CGE2_H
#include "common/random.h"
#include "engines/engine.h"
#include "engines/advancedDetector.h"
#include "common/system.h"
#include "cge2/fileio.h"
namespace CGE2 {
class Vga;
class Sprite;
class MusicPlayer;
class Fx;
class Sound;
class Text;
struct HeroTab;
class V3D;
class V2D;
class Dac;
class Spare;
class CommandHandler;
class InfoLine;
#define kScrWidth 320
#define kScrHeight 240
#define kScrDepth 480
#define kPanHeight 40
#define kWorldHeight (kScrHeight - kPanHeight)
#define kMaxFile 128
#define kPathMax 128
#define kDimMax 8
#define kWayMax 10
#define kPocketMax 4
#define kCaveMax 100
enum CallbackType {
kNullCB = 0, kQGame, kMiniStep, kXScene, kSoundSetVolume
};
class Font {
char _path[kPathMax];
void load();
CGE2Engine *_vm;
public:
uint8 *_widthArr;
uint16 *_pos;
uint8 *_map;
Font(CGE2Engine *vm, const char *name);
~Font();
uint16 width(const char *text);
void save();
};
class CGE2Engine : public Engine {
public:
CGE2Engine(OSystem *syst, const ADGameDescription *gameDescription);
virtual bool hasFeature(EngineFeature f) const;
virtual bool canLoadGameStateCurrently();
virtual bool canSaveGameStateCurrently();
virtual Common::Error loadGameState(int slot);
virtual Common::Error saveGameState(int slot, const Common::String &desc);
virtual Common::Error run();
bool showTitle(const char *name);
void cge2_main();
char *mergeExt(char *buf, const char *name, const char *ext);
void inf(const char *text, bool wideSpace = false);
void movie(const char *ext);
void runGame();
void loadScript(const char *fname);
void loadSprite(const char *fname, int ref, int scene, V3D &pos);
void badLab(const char *fn);
void caveUp(int cav);
void showBak(int ref);
void loadTab();
int newRandom(int range);
void loadMap(int cav);
void openPocket();
void selectPocket(int n);
void setEye(V3D &e);
void setEye(const V2D& e2, int z = -kScrWidth);
void setEye(const char *s);
int number(char *s);
char *token(char *s);
int takeEnum(const char **tab, const char *text);
ID ident(const char *s);
bool testBool(char *s);
const ADGameDescription *_gameDescription;
Common::RandomSource _randomSource;
bool _quitFlag;
Dac *_bitmapPalette;
int _mode;
bool _music;
int _startupMode;
int _now;
bool _sex;
int _mouseTop;
ResourceManager *_resman;
Vga *_vga;
Sprite *_sprite;
MusicPlayer *_midiPlayer;
Fx *_fx;
Sound *_sound;
Text *_text;
HeroTab *_heroTab[2];
V3D *_eye;
V3D *_eyeTab[kCaveMax];
Spare *_spare;
CommandHandler *_commandHandler;
InfoLine *_infoLine;
private:
void init();
void deinit();
};
} // End of namespace CGE2
#endif // CGE2_H
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